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Old July 17th, 2011, 06:00 PM

thejeff thejeff is offline
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Default Re: rules question: turn resolution

Why?
What does it gain you?

It's potentially thousands* of units that have to be put in a random order. And then you have to iterate over them. Which probably requires a new structure to hold the order that has to be created every time. Sure, you could do it. It probably wouldn't even take that much longer. There's a lot going on in each turn. Still, large games already take a long time to process.

Maybe I've just been working with slow, low memory chips too long.

*The way it's set up now, it's probably 10s of thousands since each unit commander or not, has a unit id. If you were going to do this, you'd probably want to treat troops and commanders separately to simplify the sort.
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Old July 17th, 2011, 06:15 PM

JonBrave JonBrave is offline
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Default Re: rules question: turn resolution

What does it gain me? Well, in the real world, mages don't cast in only one of two possible orders, they cast all over the place. So it's more realistic.

Picking a few thousand extra random numbers per turn is not going to slow things down. I understand things are how they are. However, the manual states a "random order", and I want my money back
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